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Ammos getting low, only five shells left. Been drinkin rain water for the last
three days, and havent eaten since the day before yesterday. Well, kid, its time
to go see what we can find out there. Yeah, yeah, itll be bad. Real scary.
Zombies everywhere. But if we dont find more food and ammo soon, well be
too weak to run, and too low on ammo to shoot our way out. Get up! Go on, get
up! Nows as good a time as any. Its getting dark. Well have plenty of cover.
Just follow me. Stick to the shadows. Dont silhouette yourself. Dont let em
see ya. Just take a deep breath. Everythingll be fine. Just fine
At some point in most AFMBE scenarios, players will find their characters getting
low on ammo, fuel, food and water, or all that and more. Sure, the characters
can search, but what exactly do they find? Obviously, the entirety of human
manufacturing endeavors is free for the picking if you can get past the gangs,
zombies, and other survivors. In lieu of winging it, the following guidelines are
suggested.
Type of Scrounging:
1. Look for specific item(s): Targeted Search
2. Look for any useful item: General Search
Search Method
1. Look in buildings very difficult, but better chance of finding usable items
2. Look in habitations difficult, wider range of items, but condition highly
variable
3. Look for zombies carrying the desired item(s) normal, but requires
combat, and condition of item(s) highly variable, usually in need of repair
New Skill: Zombie Baiting: One of more characters distract the
zombie(s) while their buddy tries to snatch the desired item.
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Outcome of Search (Combined Table)
ALTERNATELY: For each level of success, allow a roll on the Random Item
chart below. Roll 4D6 for each find in a General Search or 1D6 in the specified
category for each find in a Targeted Search.
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Random Item(s): Roll 4D6 to determine category of find. If more detail or an extra random element
is desired, roll an additional 1D6 to narrow the find.
Roll Item(s) found
4 Ammunition (arrows/bolts, bullets, shells). Roll 1D6
1: arrows or crossbow bolts
2: small caliber pistol
3: large caliber pistol
4: small caliber rifle
5: large caliber rifle
6. shotgun shells (1 = 410 gauge, 2-3 = 20 gauge, 4-6 = 12 gauge); other
gauges possible: 16 gauge, 28 gauge, 10 gauge, 8 gauge, flechette rounds,
non-lethal shells (rubber, wooden dowels, etc.), etc.
5 Alcohol, tobacco, narcotics
1-2: alcohol
3: smokeless tobacco
4: cigarettes/cigars
5: mild drugs marijuana, prescription drugs
6: heavy drugs heroin, PCP, cocaine
6 Food/water (clean water, preserved food)
1-2: potable water (jugs, cans, bottles, etc.)
3-4: survival food (dehydrated just add potable water!)
5-6: MREs
7 Tools (mechanical, electrical, wood, manual labor, specialty)
1: mechanical automobile or other machinery
2: power tools torches, arc welders, saws, drills, etc.
3: woodworking chisels, squares, knives, etc.
4: manual labor shovels, axes, post-hole diggers, etc.
5: electronics computers, radios, etc.
6: specialty military, gunsmithing, blacksmithing, etc.
8-9 Parts (spares, repair items, etc.)
1-3: common item (tires, Fix-a-Flat, JB Weld, caulking, paint, etc.)
4-5: less common items (machined parts, springs, sprockets, etc.)
6: rare items (laboratory equipment probes, empty IV bags, etc.)
10-11 Transportation (bicycle, car, truck, etc.)
1: muscle-powered (skateboard, bicycle, scooter, pogo stick)
2: spare tires, car batteries, etc.
3-4: civilian vehicle (car, pickup truck, motorcycle)*
5: utility vehicle (bulldozer, cherry-picker, cable TV van)*
6: other (military, custom, specialized)*
*Vehicle may contain other items at the ZMs discretion.
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12-14 Comfort/Vanity items (furniture, perfume, personal grooming items,
lamps, paintings, etc.)
1-3: furniture
4-5: other household items (curtains, lamps, blankets, computers, etc.)
6: non-medical grooming items, household cleaners, etc.
15-16 Entertainment (books/magazines, games, electronic games, radio, etc.)
1: written material
2: recorded material (audio CDs or cassette tapes)
3: radio (1-4 = AM/FM, 5 = CB radio, 6 = short wave)
4: electronic media (television, computer, etc.)
5: portable electronic game
6: other (pornography, home stereo system, DJ turntables, musical
instruments, CD players, tape recorders, non-portable game systems, etc.)
17-18 Clothing (street clothes, sneakers, light boots, caps, light jackets, etc.)
1: footwear*
2-3: clothing (street casual, grunge, formal, etc.)*
4: light jacket*
5: hat(s), cap(s)*
6: costume(s)*
*Roll yet another 1D6 if the roll is greater than the characters Strength, the
clothing fits, albeit baggy if the roll is much higher
19-20 Shelter (building supplies, secure area)
1-2: wood: plywood, lumber, etc.
3: sheet metal, cement, high-density polyethylene sheets, etc.
4: nails, screws, etc.
5: intact secured building or room
6: securable attic or crawlspace
21 Survival (packs, flashlights, matches, knives, tents, BDUs, LBE, cold
weather clothes, batteries, etc.)
1: pack, rucksack, LBE, BDU, etc.
2: matches, lighters, flint/steel strikers, etc.
3: tools (hatchets, folding shovels, gun cleaning kit, knife sharpener, etc.)
4: cold weather survival gear or other abnormal environment (i.e. wet suit)
5: batteries (disposable or rechargeable)
6: medical supplies (1-2 = medicine, 3-6 = first aid)
22 Hand weapons, missile weapons (bow, crossbow, slingshot, etc.)
1: edged, small (knife)
2: edged, large (machete)
3: blunt, small (sap, blackjack, etc.)
4: blunt, large (baseball bat, pipe, etc.)
5: exotic (sword, flail, mace, halberd, etc.)
6: missile weapon (bow, crossbow, slingshot, etc.)*
*may have ammo at ZMs discretion
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23 Fuel (gasoline, diesel, kerosene, alcohol, etc.)
1: grain alcohol (useable in vehicles with carburetors)*
2-3: unleaded gasoline*
4: diesel*
5: kerosene*
6: leaded gasoline*
*Roll 1D6 on a 1, the fuel is contaminated and needs to be filtered
24 Firearms
1: handgun (revolver). Roll 1D6. The higher the roll, the higher the caliber.*
2: handgun (semiauto.) Roll 1D6. The higher the roll, the higher the caliber.*
3: shotgun (pump, semiautomatic, single shot, double barrel, etc.)*
4: sporting rifle. Roll 1D6. The higher the roll, the higher the caliber.*
5: non-sporting rifle (semiautomatic carbine, sawed-off shotgun, etc.)*
6: assault rifle (M-16, M247 SAW, M-14, etc.)*
*May have ammo and/or accessories at ZMs discretion.
Optional Tables:
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